If there will be more requests then I will make one, but as I mentioned, there is a step by step text based tutorial on the previous page so basically you simply need to read it...
Could you maybe post a step by step guide for Blender? I create a base object, then add a plane as a second object. Unwrap both. Then Use the data modifier (Source: BaseObject, FaceCornerData UVs checked) but this does not project the UVs in the right way. Eventually I have to join the seperate base and decal (plane)…
The steps you listed are already the same I did. Make sure you set the "Face Corner Data" to "Nearest Face Interpolated" and both object use the same material of course.
I'm not sure I follow what's happening with the projection step. You show a screenshot of a layout where a circular quad strip island (seam) and corner quad islands (rivets) are projected onto the unwrap of a cube, but that makes no sense since using that UV with the decal texture you are showing above will not yield…
Lots of interesting information in here, awesome. I'm especially curious about that UE4 setup. I found out how to do the UV projection in Blender (data transfer modifier) described in step 4 but I'm not sure I understand the whole process 100% already. Basically you just need to project the decals to the 2nd UV map that…
It's incredibly simple, just follow those steps :D * Make your lowpoly object as usual * If you feel like it, don't bother with proper unwrap and use simple texture mapping with tiled textures (hell, if you have no serious performance considerations, drop any and all UV mapping work altogether and just use a triplanar…
Yeah, exactly! And it's pretty simple to set up if you have a clear idea of how exactly you want your shader to interpret that packed map. Makes it really easy to iterate on stuff too - instead of editing textures, you just drag sliders until you're satisfied with results. Basically, my approach is like having a tiny, tiny…
Ok, so for now I am just trying to do it with one decal, since It's my first time doing this and I want to keep the variables to a minimum. Once I figure out this much, I'll try to add more types of decals and maybe try for edge scratches and stuff. I know Obscura posted the shader for his thing, but since looking at any…